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I'm trying to figure out that a SKSpriteNode has completely iterated over another SKSpriteNode, this the code I have come up so far,if (node.frame.maxY == player.frame.minY){ player.physicsBody?.collisionBitMask = collisionTypes.vortex.rawValue }I know it's simple enough, but I'm lost here ;(
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by hamimate.
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Post marked as solved
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I have a SKSpriteNode as a ball, it's been given all the SKPhysicsBody properties move around in all direction. What I want now is to make it unidirectional (only move in that direction it hasn't move to before and not go back in to a path it had move upon). Currently I have following thoughts on this the problem,make a fieldBitMask, to the path that is iterated by it and repel the ball to not go backapply some kind of force/ impulses on the ball from touchesBegan/ touchesMoved method to keep it from going backsomething that can be handled in update methoda lifesaver from dev forums, who is coding even on the weekend 🙂Supporting Code snippets for better understanding,//getting current touch position by using UIEvent methods override func touchesBegan(_ touches: Set, with event: UIEvent?) { guard let touch = touches.first else {return} let location = touch.location(in: self) lastTouchPoint = location } override func touchesMoved(_ touches: Set, with event: UIEvent?) { guard let touch = touches.first else {return} let location = touch.location(in: self) lastTouchPoint = location } override func touchesEnded(_ touches: Set, with event: UIEvent?) { lastTouchPoint = nil } override func touchesCancelled(_ touches: Set, with event: UIEvent?) { lastTouchPoint = nil } //ball created func createPlayer(){ player = SKSpriteNode(imageNamed: "player") player.position = CGPoint(x: 220, y: 420) player.zPosition = 1 //physics for ball player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2) player.physicsBody?.allowsRotation = false player.physicsBody?.linearDamping = 0.5 player.physicsBody?.categoryBitMask = collisionTypes.player.rawValue player.physicsBody?.contactTestBitMask = collisionTypes.finish.rawValue player.physicsBody?.collisionBitMask = collisionTypes.wall.rawValue addChild(player) } //unwarp the optional property, calclulate the postion between player touch and current ball position override func update(_ currentTime: TimeInterval) { guard isGameOver == false else { return } if let lastTouchPosition = lastTouchPoint { //this usually gives a large value (related to screen size of the device) so /100 to normalize it let diff = CGPoint(x: lastTouchPosition.x - player.position.x, y: lastTouchPosition.y - player.position.y) physicsWorld.gravity = CGVector(dx: diff.x/100, dy: diff.y/100) } }
Posted
by hamimate.
Last updated
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